Jump to content

[1.11.2] Multipart Item Model


Villfuk02

Recommended Posts

I have item called metal_detector and it has lots of different parts kinda like TConstruct tools and i want to make multipart model for it, but it somehow shows nothing - not the magenta/black cube, but nothing at all
This is the model i'm using now:

{
 "multipart": [
  {"apply": { "model": "archeology:detector_base"} },
  {"apply": { "model": "archeology:item/detector_base"} },
  {"when": {"found": "0.0"},
   "apply": { "model": "archeology:item/detector_not_found"} 
  },
  {"when": {"found": "1.0"},
   "apply": { "model": "archeology:item/detector_found"} 
  }
 ],
    "display": {
        "head": {
            "rotation": [ 0, 90, 0 ],
            "translation": [ 0, 29, 0 ],
            "scale": [ 2.8, 2.8, 2.8 ]
        },
        "gui": {

            "rotation": [ 30, 310, 0 ],

            "translation": [ 0, 1, 0],

            "scale":[ 1.325, 1.325, 1.325 ]

        },

        "ground": {

            "rotation": [ 0, 0, 0 ],

            "translation": [ 0, 3, 0],

            "scale":[ 0.25, 0.25, 0.25 ]

        },

        "fixed": {

            "rotation": [ 0, 0, 0 ],

            "translation": [ 5, 5, 0],

            "scale":[ 1.6, 1.6, 1.6 ]

        },

        "thirdperson_righthand": {

            "rotation": [ 83, 90, -10 ],

            "translation": [ 0, 8, -3],

            "scale": [ 1.4, 1.4, 1.4 ]

        },

        "thirdperson_lefthand": {

            "rotation": [ 83, 270, 10 ],

            "translation": [ 0, 8, -3],

            "scale": [ 1.4, 1.4, 1.4 ]

        },

        "firstperson_righthand": {

            "rotation": [ 45, 90, 0 ],

            "translation": [ -4, 7, -1 ],

            "scale": [ 1.5, 1.5, 1.5 ]

        },

        "firstperson_lefthand": {

            "rotation": [ 45, 270, 0 ],

            "translation": [ -4, 7, -1 ],

            "scale": [ 1.5, 1.5, 1.5 ]

        }
    }
}


Btw the value FOUND is predicate i made the item return with this:

this.addPropertyOverride(new ResourceLocation("found"), new IItemPropertyGetter(){
			@Override
			public float apply(ItemStack stack, @Nullable World worldIn, @Nullable EntityLivingBase entityIn) {
				IDetector detector = stack.getCapability(DetectorProvider.DETECTOR_CAP, null);
				if (detector.getFound())
					return 1.0f;
				return 0.0f;
			}
		});

thx for any help

Link to comment
Share on other sites

so, i adjusted the files and the file for the detector now looks like this:
 

{
 "multipart": [
  {"apply": { "model": "archeology:detector/base"} }
 ],
    "display": {
        "head": {
            "rotation": [ 0, 90, 0 ],
            "translation": [ 0, 29, 0 ],
            "scale": [ 2.8, 2.8, 2.8 ]
        },
        "gui": {

            "rotation": [ 30, 310, 0 ],

            "translation": [ 0, 1, 0],

            "scale":[ 1.325, 1.325, 1.325 ]

        },

        "ground": {

            "rotation": [ 0, 0, 0 ],

            "translation": [ 0, 3, 0],

            "scale":[ 0.25, 0.25, 0.25 ]

        },

        "fixed": {

            "rotation": [ 0, 0, 0 ],

            "translation": [ 5, 5, 0],

            "scale":[ 1.6, 1.6, 1.6 ]

        },

        "thirdperson_righthand": {

            "rotation": [ 83, 90, -10 ],

            "translation": [ 0, 8, -3],

            "scale": [ 1.4, 1.4, 1.4 ]

        },

        "thirdperson_lefthand": {

            "rotation": [ 83, 270, 10 ],

            "translation": [ 0, 8, -3],

            "scale": [ 1.4, 1.4, 1.4 ]

        },

        "firstperson_righthand": {

            "rotation": [ 45, 90, 0 ],

            "translation": [ -4, 7, -1 ],

            "scale": [ 1.5, 1.5, 1.5 ]

        },

        "firstperson_lefthand": {

            "rotation": [ 45, 270, 0 ],

            "translation": [ -4, 7, -1 ],

            "scale": [ 1.5, 1.5, 1.5 ]

        }
    }
}

and in folder models/block/detector i have file named base.json looking like this:

{
    "textures": {
        "0": "blocks/iron_block",
        "1": "blocks/gold_block",
        "2": "blocks/anvil_base"
    },
    "elements": [
        {
            "name": "Coil1",
            "from": [ 6.5, 0.0, 6.5 ], 
            "to": [ 7.5, 1.0, 8.5 ], 
            "faces": {
                "north": { "texture": "#0", "uv": [ 1.0, 1.0, 4.0, 4.0 ] },
                "east": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ] },
                "south": { "texture": "#0", "uv": [ 1.0, 1.0, 4.0, 4.0 ] },
                "west": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ] },
                "up": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ], "rotation": 90 },
                "down": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ], "rotation": 90 }
            }
        },
        {
            "name": "Coil2",
            "from": [ 7.5, 0.0, 6.5 ], 
            "to": [ 9.5, 1.0, 7.5 ], 
            "faces": {
                "north": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ] },
                "east": { "texture": "#0", "uv": [ 1.0, 1.0, 4.0, 4.0 ] },
                "south": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ] },
                "west": { "texture": "#0", "uv": [ 1.0, 1.0, 4.0, 4.0 ] },
                "up": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ], "rotation": 180 },
                "down": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ] }
            }
        },
        {
            "name": "Coil3",
            "from": [ 8.5, 0.0, 7.5 ], 
            "to": [ 9.5, 1.0, 9.5 ], 
            "faces": {
                "north": { "texture": "#0", "uv": [ 1.0, 1.0, 4.0, 4.0 ] },
                "east": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ] },
                "south": { "texture": "#0", "uv": [ 1.0, 1.0, 4.0, 4.0 ] },
                "west": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ] },
                "up": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ], "rotation": 270 },
                "down": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ], "rotation": 270 }
            }
        },
        {
            "name": "Coil4",
            "from": [ 6.5, 0.0, 8.5 ], 
            "to": [ 8.5, 1.0, 9.5 ], 
            "faces": {
                "north": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ] },
                "east": { "texture": "#0", "uv": [ 1.0, 1.0, 4.0, 4.0 ] },
                "south": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ] },
                "west": { "texture": "#0", "uv": [ 1.0, 1.0, 4.0, 4.0 ] },
                "up": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ] },
                "down": { "texture": "#0", "uv": [ 1.0, 1.0, 7.0, 4.0 ], "rotation": 180 }
            }
        },
        {
            "name": "Rod",
            "from": [ 6.3, 1.0, 7.5 ], 
            "to": [ 7.3, 11.0, 8.5 ], 
            "rotation": { "origin": [ 8.0, 1.0, 8.0 ], "axis": "z", "angle": 22.5 },
            "faces": {
                "north": { "texture": "#1", "uv": [ 1.0, 0.0, 5.0, 16.0 ] },
                "east": { "texture": "#1", "uv": [ 1.0, 0.0, 5.0, 16.0 ] },
                "south": { "texture": "#1", "uv": [ 1.0, 0.0, 5.0, 16.0 ] },
                "west": { "texture": "#1", "uv": [ 1.0, 0.0, 5.0, 16.0 ] },
                "up": { "texture": "#1", "uv": [ 1.0, 1.0, 5.0, 5.0 ] },
                "down": { "texture": "#1", "uv": [ 4.0, 4.0, 8.0, 8.0 ] }
            }
        },
        {
            "name": "Handle1",
            "from": [ 5.0, 5.0, 7.0 ], 
            "to": [ 7.0, 6.0, 9.0 ], 
            "faces": {
                "north": { "texture": "#2", "uv": [ 0.0, 0.0, 8.0, 4.0 ] },
                "east": { "texture": "#2", "uv": [ 0.0, 0.0, 8.0, 4.0 ] },
                "south": { "texture": "#2", "uv": [ 0.0, 0.0, 8.0, 4.0 ] },
                "west": { "texture": "#2", "uv": [ 0.0, 0.0, 8.0, 4.0 ] },
                "up": { "texture": "#2", "uv": [ 0.0, 0.0, 8.0, 8.0 ] },
                "down": { "texture": "#2", "uv": [ 0.0, 0.0, 8.0, 8.0 ] }
            }
        },
        {
            "name": "Handle2",
            "from": [ 0.8, 8.8, 7.4 ], 
            "to": [ 3.8, 10.0, 8.6 ], 
            "faces": {
                "north": { "texture": "#2", "uv": [ 0.0, 0.0, 12.0, 4.0 ] },
                "east": { "texture": "#2", "uv": [ 0.0, 0.0, 4.0, 4.0 ] },
                "south": { "texture": "#2", "uv": [ 0.0, 0.0, 12.0, 4.0 ] },
                "west": { "texture": "#2", "uv": [ 0.0, 0.0, 4.0, 4.0 ] },
                "up": { "texture": "#2", "uv": [ 0.0, 0.0, 12.0, 4.0 ] },
                "down": { "texture": "#2", "uv": [ 0.0, 0.0, 12.0, 4.0 ] }
            }
        }
    ]
}

But it doesn't render at all AGAIN
is it because the "display": parameters are in wrong file, or is the blockstate wrong, or the model, or WHAT?
 

Link to comment
Share on other sites

If it's in /blockstates it's a blockstate file and follows the blockstate format. That's where multipart goes.

If it's in /models it's a model file and follows the item model format.  These are the "parts" that the multipart refers to.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

On 17. 2. 2017 at 9:47 PM, Draco18s said:

If it's in /blockstates it's a blockstate file and follows the blockstate format. That's where multipart goes.

 

4 hours ago, diesieben07 said:

 

How many times do I need to say this? multipart does not work in a blockstate json.

 

I'm really confused right now

Link to comment
Share on other sites

I'VE GOT AN IDEA!

 

 

But first, i need to ask some questions:
Can I use blockstates in the same way they would be used for blocks?
If yes, are you sure it will read the blockstate file even though it isn't a block?

And how do i do this???
because it's for blocks and it needs a lot of thigs, which i can't do with an item
 

Edited by Villfuk02
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • There are a few Forge specific mods that I would dearly love to use on my new server, but my friend whom I'm setting up the new server with has expressed concerns that Forge may break or change some core mechanics that might make some farms/contraptions/Redstone devices that work in Vanilla or Fabric not work in Forge. They have sent me a few links to some Twitch minecrafters that have commented that "Forge changes Redstone behavior" or "Certain farms are broken on Forge but not Vanilla", however, I've never experienced this myself, and haven't found or seen any actual examples of this being the case.  I've scoured Youtube and can't find anyone saying "This contraption doesn't work on Forge Ole777".  I spoke to a mod developer who mentioned that there may have been small bugs where this might have been the case in extremely complicated builds, but he is not of aware of this still being an issue or concern. And he mentioned that any instance where something might break would definitely be considered a bug and should be reported and it would/could be fixed, as Forge explicitly doesn't intend to change any vanilla behavior. It just seems much more rumor than fact that Forge might break things, and just wanted to see if anyone had any input. Thank you!
    • This is a costume block whit the shape of a zombie is not a full block its flamable when ignited  the flames just burn on top or by a aside  that dint seems right  // ########## ########## ########## ########## @Override public int getFlammability(BlockState state, BlockGetter level, BlockPos pos, Direction direction) {     return 300;//((FireBlock)Blocks.FIRE).getBurnOdds(state); //300 } it just seems like check to know if a fire block could despawn mi block    ########### i want mi block to look more like this      what could i use  i was thinking on something like onNeigbourgChange() check for nearby fire or lava blocks   then using the falling block entity spawn a fire block in the same position than mi dead body block  thanks for your readings             
    • LINK DAFTAR AKUN GACOR VVIP BAMBUHOKI88 LINK LOGIN RESMI BAMBUHOKI88 LINK KLAIM BONUS 100% BAMBUHOKI88 Bambuhoki88 Merupakan kumpulan pilihan link situs rekomendasi slot bank bri di tahun 2024 di rekomendasi oleh para slotter deposit bank bri di indonesia dengan tingkat peluang kemenangan tinggi untuk setiap bet mudah menang maxwin.
    • LINK DAFTAR AKUN GACOR VVIP BAMBUHOKI88 LINK LOGIN RESMI BAMBUHOKI88   LINK KLAIM BONUS 100% BAMBUHOKI88 BAMBUHOKI88 Merupakan Pilihan Terbaik Situs Slot Bank Bca Yang Gampang Menang Maxwin Dan Jackpot Besar Dengan Deposit Bank Bca Yang Online 24Jam Auto Dapat Wd Gede.  
    • So I've been trying to make an mob that can have multiple textures, and the mob has the Witch model, and I can put a texture on it but I don't know how to make it spawn with a random texture. I tried searching through mobs that have multiple textures like the fox, rabbit, and stuff but I wasn't able to find out how to do it and I kept getting errors when i tried compiling: error: method createKey in class net.minecraft.network.datasync.EntityDataManager cannot be applied to given types; private static final DataParameter<Integer> ALCHEMIST_TYPE = EntityDataManager.createKey(AlchemistEntity.class, DataSerializers.VARINT); ^ required: java.lang.Class<? extends net.minecraft.entity.Entity>,net.minecraft.network.datasync.IDataSerializer<T> found: java.lang.Class<net.newblocks.entity.AlchemistEntity>,net.minecraft.network.datasync.IDataSerializer<java.lang.Integer> reason: cannot infer type-variable(s) T (argument mismatch; java.lang.Class<net.newblocks.entity.AlchemistEntity> cannot be converted to java.lang.Class<? extends net.minecraft.entity.Entity>) 1 error   And sorry there isn't much info, this was the only error that appears when I tried to copy the same thing from one of those mobs with multiple textures (plus imports). I already tried searching on the site and didn't find much. I can provide more info if needed
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.